Game program and game device

The game program and device dynamically set character positions and add enemies based on game conditions to improve entertainment value by creating varied and engaging interactions.

JP7795115B2Active Publication Date: 2026-01-07CAPCOM CO LTD
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Patent Information

Application Number
JP2023054744
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-03-30
Publication Date
2026-01-07
Estimated Expiration
2043-03-30

AI Technical Summary

Technical Problem

Existing games lack sufficient entertainment value in character-based interactions.

Method used

A game program and device that manage character positions and add enemy characters based on predefined conditions in a first game to enhance the entertainment value by varying initial positions and adding additional enemies in a second game.

Benefits of technology

Enhances game entertainment by providing dynamic and engaging character interactions through varied initial positions and increased enemy encounters, making the game more interesting.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve amusement properties of a game.SOLUTION: A computer is caused to function as game progressing unit 561 for progressing a game including a first game in which a character is operated in a virtual space and a second game in which a plurality of characters are caused to play a match, and a management unit 562 for managing the game. The management unit 562 sets initial positions of a player character P and an enemy character C2 in the second game on the basis of a first condition in the first game when switching the first game to the second game.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present disclosure relates to a game program and a game device. [Background technology]

[0002] Among game programs, there are some in which a player character operated by a player fights against an enemy character (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 7126595 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in such games, there is a need to make the games more entertaining.

[0005] The purpose of this disclosure is to increase the entertainment value of games. [Means for solving the problem]

[0006] A first aspect provides a computer comprising: a game progression unit that progresses games including a first game in which characters are operated in a virtual space and a second game in which a plurality of the characters are pitted against each other; A management unit that manages the game It functions as The management unit is a game program that, when switching from the first game to the second game, sets initial positions of the plurality of characters in the second game based on a first condition in the first game.

[0007] In a first aspect, the plurality of characters include at least a player character and an enemy character; The management unit may set the initial position to at least one of a configuration in which the enemy character is placed in front of the player character, a configuration in which the enemy character is placed behind the player character, and a configuration in which the player character is sandwiched between multiple enemy characters.

[0008] In a first aspect, the plurality of characters include at least a player character and an enemy character; The management unit may add the enemy character when a second condition is met in the second game.

[0009] In a first aspect, The management unit may set an initial position of the enemy character to be added based on the first condition.

[0010] In a first aspect, The second condition may be changed depending on the first condition.

[0011] In a first aspect, When the second condition is met in the second game, the management unit may add the enemy character to one of a position sandwiching the player character and the enemy character already appearing in the second game, a position a predetermined distance away from the player character, and a position in front of the player character.

[0012] A second aspect of the present invention is a game device including: a storage unit that stores the game program of the first aspect; a control unit that executes the game program; It is a game device equipped with the above. [Effects of the Invention]

[0013] According to the present disclosure, the entertainment value of the game is improved. [Brief explanation of the drawings]

[0014] [Figure 1] FIG. 2 is a block diagram showing the configuration of the game device. [Figure 2] FIG. 10 is a diagram for explaining an initial position in the second game. [Figure 3] FIG. 10 is a diagram for explaining an initial position in the second game. [Figure 4] FIG. 10 is a diagram for explaining the position of an enemy character to be added in the second game. [Figure 5] 10 is a flowchart for explaining the initial position of an enemy character to be added in the second video game. DETAILED DESCRIPTION OF THE INVENTION

[0015] [Embodiment] Hereinafter, embodiments of a game program and a game device will be described.

[0016] A game based on this game program is played in a virtual space (three-dimensional). There are no limitations on the type of game. For example, the game may be a fighting action game in which a player character attacks and defeats enemy characters.

[0017] <<Configuration of the Game Device>> <Hardware configuration> 1 is a block diagram showing the configuration of a game device 5. The game device 5 executes a predetermined game based on user operations. The game device 5 is equipped with a display 61, a speaker 62, and a controller 63, which are either externally connected or built-in.

[0018] The game device 5 may be a commercially available device such as a personal computer, PlayStation (registered trademark), XBox (registered trademark), PlayStation Vita (registered trademark), or Nintendo Switch (registered trademark).

[0019] The game progresses on the game device 5 based on the installed game program and game data. Game devices 5 can also communicate data with each other using a communication network (not shown) or a short-range wireless communication device (not shown).

[0020] The game device 5 has a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, the graphics processing unit 52, the audio processing unit 53, the operation unit 54, and the storage unit 55 are electrically connected to the control unit 56 via a bus 59.

[0021] The network interface 51 is communicably connected to the communication network in order to transmit and receive various data to and from, for example, other game devices 5 and external server devices (not shown).

[0022] The graphics processing unit 52 renders game images including the player character and various objects in the virtual space in a moving image format in accordance with game image information output from the control unit 56. The graphics processing unit 52 is connected to a display 61 (e.g., a liquid crystal display). The game images rendered in a moving image format are displayed on the display 61 as a game screen.

[0023] The audio processing unit 53 is connected to the speaker 62. The audio processing unit 53 plays digital game sounds in accordance with instructions from the control unit 56. Specifically, the audio processing unit 53 converts the sound data output by the control unit 56 into an analog signal and outputs it to the speaker 62.

[0024] The audio processing unit 53 is configured to be capable of multi-channel audio output in order to reproduce three-dimensional sound. Accordingly, a plurality of speakers 62 are connected to the game device 5. These speakers 62 may be placed to the left and right, front and rear, or above a listener (e.g., a game player) in order to reproduce three-dimensional sound.

[0025] The operation unit 54 is connected to the controller 63. The operation unit 54 transmits and receives signals to and from the controller 63. A game player operates various controls such as buttons on the controller 63 to input signals (commands, data, etc.) to the game device 5.

[0026] The storage unit 55 is composed of an HDD, SSD, RAM, ROM, etc. Game data, various programs including game programs, etc. are stored in the storage unit 55. Examples of game data include game media and user account information.

[0027] The control unit 56 controls the operation of the game device 5. The control unit 56 includes a CPU (microcomputer) and a semiconductor memory. The semiconductor memory stores programs and data for operating the CPU.

[0028] <Functional Configuration of Control Unit 56> The control unit 56 executes the game program, thereby functioning as a game progression unit 561 and a management unit 562 (see FIG. 1).

[0029] The game progression unit 561 moves player characters within a virtual space in response to operations by a user (here, a game player). The game progression unit 561 also moves non-player characters and predetermined objects (such as vehicles) within the virtual space.

[0030] The game progression unit 561 controls the actions of non-player characters and predetermined objects using, for example, AI (artificial intelligence). The game progression unit 561 progresses the game in accordance with the actions of the player characters and non-player characters.

[0031] In this game, players operate their characters to move around in a three-dimensional virtual space, and players can form groups to perform various actions. Specifically, this is an action game in which the player characters attack and defeat enemy characters.

[0032] More specifically, this game includes a first game in which characters are made to move within a virtual space, and a second game in which a plurality of characters (players) are made to fight each other.

[0033] In the first game, for example, the player can control the player character P and make the player character P act in a three-dimensional virtual space. In the first game, by making the player character P act in the virtual space, the player can, for example, converse with other player characters or non-player characters and purchase items and the like.

[0034] In the second game, for example, the player controls a player character P to fight against enemy characters C1 and C2. The second game is, for example, a two-dimensional fighting action game in which the player character P attacks and defeats the enemy characters C1 and C2. In the following description, the enemy character placed in the game screen Sc at the start of the second game may be referred to as enemy character C1, and the enemy character added to the game screen Sc after the start of the second game may be referred to as enemy character C2.

[0035] The management unit 562 manages various types of information within the game. When a first condition is met within the first game, the management unit 562 switches from the first game to the second game. In this game, an advantageous battle-in condition, a normal battle-in condition, and an unfavorable battle-in condition are set as the first conditions for switching from the first game to the second game.

[0036] An advantageous battle-in condition is, for example, when the player character P lands an attack on an enemy character in the first game. An ordinary battle-in condition is, for example, when the player character and the enemy character come into contact with each other in the first game, or when the enemy character defends against or evades an attack by the player character. An unfavorable battle-in condition is, for example, when an enemy character attacks the player character or when the enemy character launches a counter attack against an attack by the player character in the first game.

[0037] The management unit 562 switches from the first game to the second game when any one of the first conditions (advantageous battle-in condition, normal battle-in condition, and unfavorable battle-in condition) is met in the first game.

[0038] Furthermore, the management unit 562 changes the initial positions of the player character P and the enemy character C1 in the second video game depending on whether any of the first conditions is met.

[0039] Fig. 2(a) shows the initial positions of characters when advantageous battle-in conditions or normal battle-in conditions are met and there is one enemy character C1 battling against player character P. Fig. 2(b) shows the initial positions of characters when advantageous battle-in conditions or normal battle-in conditions are met and there are two enemy characters C1 battling against player character P. In Figs. 2(a) and 2(b), on the game screen Sc, the player character P is facing to the right of the drawing.

[0040] 2(a) and 2(b), when the advantageous battle-in condition or the normal battle-in condition is established, the enemy character C1 is positioned only in front of the player character P. In other words, when the advantageous battle-in condition or the normal battle-in condition is established, the enemy character C1 is positioned so as to be advantageous to the player.

[0041] Fig. 3(a) shows the initial positions of characters when an unfavorable battle-in condition is met and there is one enemy character C1 battling against the player character P. Fig. 3(b) shows the initial positions of characters when an unfavorable battle-in condition is met and there are two enemy characters C1 battling against the player character P. In Figs. 3(a) and (b), the player character is facing right on the game screen Sc.

[0042] In FIG. 3(a), as in FIG. 2(a), enemy characters C1 are placed only in front of the player character P, but in FIG. 3(b), unlike FIG. 2(b), enemy characters C1 are also placed behind the player character P. In other words, when an unfavorable battle-in condition is established, multiple enemy characters C1 are placed to sandwich the player character P. In other words, when an unfavorable battle-in condition is established, enemy characters C1 may be placed not only in front of the player character P but also behind the player character P, so the enemy characters C1 are placed in a way that is disadvantageous to the player. Note that when there is only one enemy character C1 fighting against the player character P, the enemy character C1 may be placed behind the player character P.

[0043] Furthermore, when a second condition is met in the second game, the management unit 562 adds an enemy character C2 to battle against the player character P. Examples of the second condition include when the player character P defeats the enemy characters C1 and C2 in the battle in the second game, when a predetermined time has elapsed since the start of the second game, when the number of enemy characters C1 and C2 falls below a predetermined number, when the enemy characters C1 and C2 perform an action to call for help, and the like.

[0044] When the second condition is met in the second game, the management unit 562 sets the position of the enemy character to be added based on the attributes of the enemy character C2 to be added, the content of the first condition that was met in the first game, the positions of the player character P and the enemy character C1 in the second game, etc.

[0045] In this embodiment, three patterns, namely, patterns 1 to 3, are set as the positions of the enemy characters to be added. Note that in Figures 4(a) to 4(c), the player character P faces rightward in the game screen Sc.

[0046] In the first pattern, the enemy character C2 is added so as to sandwich the enemy character C1 and the player character P that have already appeared in the second game (see FIG. 4(a)). In the first pattern, the player character P is sandwiched between the enemy characters C1 and C2, which is a disadvantageous position for the player.

[0047] The second pattern is a pattern in which the enemy character C2 is added at a position a predetermined distance away from the player character P (see FIG. 4(b)). Specifically, if the player character P is positioned on the right side of the game screen Sc, the enemy character C2 is added to the right side of the game screen Sc, on the opposite side of the player character P. In the second pattern, the player character P is added at a position a predetermined distance away from the player character P, which is a placement that is slightly advantageous to the player.

[0048] The third pattern is a pattern in which the enemy character C2 is added in front of the player character P (see FIG. 4(c)). In the third pattern, the player character P faces the enemy characters C1 and C2, which is an advantageous position for the player.

[0049] Furthermore, in this embodiment, the added enemy character is set to one of the following attributes: "front," "space," or "sandwich." The attribute of the added enemy character is determined based on the strength, level, rarity, etc., of the enemy character. For example, the stronger the enemy character, the transition of the attribute of the enemy character is set to "front," "space," or "sandwich." Note that the attributes of the enemy character may include attributes other than "front," "space," and "sandwich."

[0050] FIG. 4 is a flowchart for explaining the initial positions of enemy characters to be added in the second game according to this embodiment.

[0051] First, when the second condition is met in the second game (step S1), the management unit 562 determines whether the attribute of the enemy character to be added is "encircling" (step S2).

[0052] If the management unit 562 determines that the attribute of the enemy character to be added is not "sandwich" (No in step S2), it determines whether the attribute of the enemy character to be added is "space" (step S3).

[0053] If the management unit 562 determines that the attribute of the enemy character to be added is "space" (Yes in step S3), it determines whether or not an unfavorable battle-in condition was met in the first game (step S4).

[0054] If the management unit 562 determines that an unfavorable battle-in condition is met in the first game (Yes in step S4), it determines whether or not the player character P is sandwiched between multiple enemy characters C1 in the second game (step S5).

[0055] In step S3, if the management unit 562 determines that the attribute of the enemy character to be added is not "space" (No in step S3), it determines that the attribute of the enemy character to be added is "front" and determines whether or not an unfavorable battle-in condition was met in the first game (step S6).

[0056] In step S5, if the management unit 562 determines that the player character P is sandwiched between multiple enemy characters C1 in the second game (Yes in step S6), it sets the initial position of the enemy character to be added to the first pattern (step S7, see Figure 4(a)).

[0057] If the management unit 562 determines in step S6 that the player character P is not sandwiched between multiple enemy characters C1 in the second game (Yo in step S6), if it determines in step S4 that the unfavorable battle-in conditions are not met in the first game (No in step S4), and if it determines in step S6 that the unfavorable battle-in conditions are met in the first game (Yes in step S6), it sets the initial position of the enemy character to be added to the second pattern (step S8, see Figure 4(b)).

[0058] In step S6, if the management unit 562 determines that the disadvantageous battle-in condition has not been met in the first game (No in step S6), it sets the initial position of the enemy character to be added to the third pattern (step S9, see FIG. 4(c)).

[0059] To summarize the above, this is a game program that causes a computer (control unit 56) to function as a game progression unit 561 that progresses a game including a first game in which characters are moved within a virtual space and a second game in which multiple characters compete against each other, and a management unit 562 that manages the games, and when switching from the first game to the second game, the management unit 562 sets the initial positions of the player character P and enemy character C2 (multiple characters) in the second game based on a first condition in the first game.

[0060] Effect of this embodiment In this game, when switching from the first game to the second game, the initial positions of the player character P and the enemy character C2 in the second game are set based on the first condition in the first game. This makes the game more interesting because the initial positions of the player character P and the enemy character C2 in the second game are set according to the first condition in the first game.

[0061] Furthermore, the management unit 562 sets the initial position of the second game to at least one of a position where the enemy character C1 is placed in front of the player character P, a position where the enemy character C1 is placed behind the player character P, and a position where the player character P is sandwiched between multiple enemy characters C1. In this way, the interest of the game can be improved by setting the initial position of the second game according to, for example, the relationship between the player character P and the enemy character C1 in the first game (for example, the player character P has attacked the enemy character C1, etc.).

[0062] Furthermore, when the second condition is met in the second game, the management unit 562 adds an enemy character C2, which increases the number of enemy characters that fight against the player character during the second game, thereby making the game more interesting.

[0063] Furthermore, when a second condition is met in the second game, the management unit 562 adds an enemy character C2 to one of the following positions: a position sandwiching the player character P and an enemy character C1 that has already appeared in the second game, a position a predetermined distance away from the player character P, or a position in front of the player character P. This makes it possible to increase the interest of the game by changing the position of the enemy character C2 to be added based on various conditions in the first game and the second game.

[0064] [Other embodiments] In the above embodiment, the advantageous battle-in condition, the normal battle-in condition, and the disadvantageous battle-in condition are given as examples of the first condition, but the present invention is not limited to this.

[0065] In addition, in the above embodiment, the conditions for setting the position of the enemy character C2 to be added when the second condition is met in the second game are described as the attributes of the enemy character C2 to be added, the content of the first condition that was met in the first game, and the positions of the player character P and enemy character C1 in the second game, but are not limited to this.

[0066] Furthermore, in the above embodiment, when an advantageous battle-in condition is established, the management unit 562 may start the second game in a state in which the enemy character C1 is at a disadvantage. For example, when the second game starts, the enemy character C1 may have received a predetermined amount of damage, or may be in a stiffened state or stunned state. Note that when an advantageous battle-in condition is established by the player character P attacking the enemy character C1, the management unit 562 may change the amount of damage received by the enemy character C1 depending on the type of attack (for example, a strong attack will result in greater damage).

[0067] Furthermore, in the above embodiment, the management unit 562 may set the initial position of the enemy character C1 so that when the advantageous battle-in conditions are met, the player is more advantageous than when the normal battle-in conditions are met. For example, when the advantageous battle-in conditions are met, the management unit 562 may increase the distance between the player character P and the enemy character C1 compared to when the normal battle-in conditions are met.

[0068] Furthermore, in the above embodiment, the content of the second condition may change depending on the first condition that is met. For example, when an unfavorable battle-in condition is met, the management unit 562 may increase the number of enemy characters C2 to be added or shorten the time until the enemy characters C2 are added. Furthermore, when an advantageous battle-in condition is met, the management unit 562 may decrease the number of enemy characters C2 to be added or lengthen the time until the enemy characters C2 are added.

[0069] Furthermore, in the above embodiment, the management unit 562 sets the initial position of the enemy character C2 to be added so that it is disadvantageous to the player when an unfavorable battle-in condition is established, but this is not limited to this. For example, the management unit 562 may set the initial position of the enemy character C2 to be added so that it is advantageous to the player when an advantageous battle-in condition is established (for example, the enemy character C2 to be added is placed at a position a predetermined distance away from the player character P or in a position facing the player character P).

[0070] Furthermore, the processing of this program may be performed by a server device to which the user device (game device 5) is connected, or may be shared between the user device and the server device. This is the form assumed when this program is implemented as a game program for an online game.

[0071] The effects of the present embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. [Explanation of symbols]

[0072] 5. Gaming devices 55 Storage section 56 Control Unit (Computer) 561 Game Progression Department 562 Management Department

Claims

1. Computer, a game progression unit that progresses games including a first game in which a plurality of characters are operated in a virtual space and a second game in which the plurality of characters are pitted against each other; A management unit that manages the game It functions as the management unit, when switching from the first game to the second game, sets initial positions of the plurality of characters in the second game based on a first condition in the first game; the plurality of characters include at least a player character and an enemy character; the management unit adds the enemy character when a second condition is met in the second game; the management unit sets an initial position of the enemy character to be added based on the first condition; The content of the second condition changes depending on the first condition, the first condition is set based on an action of the player character against the enemy character or an action of the enemy character against the player character; Game program.

2. The game program of claim 1, the management unit sets, as the initial position, at least one of a layout in which the enemy character is placed in front of the player character, a layout in which the enemy character is placed behind the player character, and a layout in which the player character is sandwiched between a plurality of the enemy characters; Game program.

3. The game program of claim 1, when the second condition is established in the second game, the management unit adds the enemy character to at least one of a position sandwiching the player character and the enemy character already appearing in the second game, a position at a predetermined distance from the player character, and a position in front of the player character; Game program.

4. The game program of claim 1, The first condition is set based on whether an attack by the player character hits the enemy character, or whether an attack by the enemy character hits the player character. Game program.

5. a storage unit that stores the game program according to any one of claims 1 to 4; a control unit that executes the game program; A game device comprising:

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